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259 lines
6.2 KiB
C++
259 lines
6.2 KiB
C++
#include "stat.hpp"
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#include <components/esm/statstate.hpp>
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namespace MWMechanics
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{
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template<typename T>
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Stat<T>::Stat() : mBase (0), mModified (0) {}
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template<typename T>
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Stat<T>::Stat(T base) : mBase (base), mModified (base) {}
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template<typename T>
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Stat<T>::Stat(T base, T modified) : mBase (base), mModified (modified) {}
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template<typename T>
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const T& Stat<T>::getBase() const
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{
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return mBase;
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}
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template<typename T>
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T Stat<T>::getModified() const
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{
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return std::max(static_cast<T>(0), mModified);
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}
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template<typename T>
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T Stat<T>::getModifier() const
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{
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return mModified-mBase;
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}
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template<typename T>
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void Stat<T>::set (const T& value)
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{
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mBase = mModified = value;
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}
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template<typename T>
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void Stat<T>::setBase (const T& value)
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{
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T diff = value - mBase;
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mBase = value;
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mModified += diff;
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}
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template<typename T>
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void Stat<T>::setModified (T value, const T& min, const T& max)
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{
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T diff = value - mModified;
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if (mBase+diff<min)
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{
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value = min + (mModified - mBase);
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diff = value - mModified;
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}
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else if (mBase+diff>max)
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{
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value = max + (mModified - mBase);
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diff = value - mModified;
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}
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mModified = value;
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mBase += diff;
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}
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template<typename T>
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void Stat<T>::setModifier (const T& modifier)
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{
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mModified = mBase + modifier;
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}
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template<typename T>
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void Stat<T>::writeState (ESM::StatState<T>& state) const
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{
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state.mBase = mBase;
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state.mMod = mModified;
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}
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template<typename T>
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void Stat<T>::readState (const ESM::StatState<T>& state)
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{
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mBase = state.mBase;
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mModified = state.mMod;
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}
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template<typename T>
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DynamicStat<T>::DynamicStat() : mStatic (0), mCurrent (0) {}
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template<typename T>
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DynamicStat<T>::DynamicStat(T base) : mStatic (base), mCurrent (base) {}
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template<typename T>
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DynamicStat<T>::DynamicStat(T base, T modified, T current) : mStatic(base, modified), mCurrent (current) {}
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template<typename T>
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DynamicStat<T>::DynamicStat(const Stat<T> &stat, T current) : mStatic(stat), mCurrent (current) {}
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template<typename T>
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const T& DynamicStat<T>::getBase() const
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{
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return mStatic.getBase();
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}
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template<typename T>
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T DynamicStat<T>::getModified() const
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{
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return mStatic.getModified();
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}
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template<typename T>
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const T& DynamicStat<T>::getCurrent() const
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{
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return mCurrent;
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}
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template<typename T>
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void DynamicStat<T>::set (const T& value)
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{
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mStatic.set (value);
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mCurrent = value;
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}
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template<typename T>
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void DynamicStat<T>::setBase (const T& value)
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{
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mStatic.setBase (value);
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if (mCurrent>getModified())
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mCurrent = getModified();
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}
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template<typename T>
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void DynamicStat<T>::setModified (T value, const T& min, const T& max)
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{
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mStatic.setModified (value, min, max);
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if (mCurrent>getModified())
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mCurrent = getModified();
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}
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template<typename T>
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void DynamicStat<T>::setCurrent (const T& value, bool allowDecreaseBelowZero)
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{
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if (value > mCurrent)
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{
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// increase
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mCurrent = value;
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if (mCurrent > getModified())
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mCurrent = getModified();
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}
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else if (value > 0 || allowDecreaseBelowZero)
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{
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// allowed decrease
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mCurrent = value;
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}
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else if (mCurrent > 0)
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{
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// capped decrease
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mCurrent = 0;
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}
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}
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template<typename T>
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void DynamicStat<T>::setModifier (const T& modifier, bool allowCurrentDecreaseBelowZero)
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{
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T diff = modifier - mStatic.getModifier();
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mStatic.setModifier (modifier);
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setCurrent (getCurrent()+diff, allowCurrentDecreaseBelowZero);
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}
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template<typename T>
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void DynamicStat<T>::writeState (ESM::StatState<T>& state) const
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{
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mStatic.writeState (state);
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state.mCurrent = mCurrent;
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}
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template<typename T>
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void DynamicStat<T>::readState (const ESM::StatState<T>& state)
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{
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mStatic.readState (state);
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mCurrent = state.mCurrent;
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}
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AttributeValue::AttributeValue() :
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mBase(0), mModifier(0), mDamage(0)
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{
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}
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int AttributeValue::getModified() const
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{
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return std::max(0, mBase - (int) mDamage + mModifier);
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}
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int AttributeValue::getBase() const
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{
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return mBase;
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}
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int AttributeValue::getModifier() const
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{
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return mModifier;
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}
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void AttributeValue::setBase(int base)
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{
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mBase = std::max(0, base);
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}
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void AttributeValue::setModifier(int mod)
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{
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mModifier = mod;
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}
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void AttributeValue::damage(float damage)
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{
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mDamage += std::min(damage, (float)getModified());
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}
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void AttributeValue::restore(float amount)
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{
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mDamage -= std::min(mDamage, amount);
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}
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float AttributeValue::getDamage() const
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{
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return mDamage;
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}
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void AttributeValue::writeState (ESM::StatState<int>& state) const
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{
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state.mBase = mBase;
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state.mMod = mModifier;
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state.mDamage = mDamage;
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}
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void AttributeValue::readState (const ESM::StatState<int>& state)
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{
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mBase = state.mBase;
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mModifier = state.mMod;
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mDamage = state.mDamage;
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}
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SkillValue::SkillValue() :
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mProgress(0)
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{
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}
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float SkillValue::getProgress() const
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{
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return mProgress;
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}
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void SkillValue::setProgress(float progress)
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{
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mProgress = progress;
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}
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void SkillValue::writeState (ESM::StatState<int>& state) const
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{
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AttributeValue::writeState (state);
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state.mProgress = mProgress;
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}
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void SkillValue::readState (const ESM::StatState<int>& state)
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{
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AttributeValue::readState (state);
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mProgress = state.mProgress;
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}
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}
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template class MWMechanics::Stat<int>;
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template class MWMechanics::Stat<float>;
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template class MWMechanics::DynamicStat<int>;
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template class MWMechanics::DynamicStat<float>;
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